Season of Discovery Hotfixes - 10 July

Stop badmouthing warriors, we are strugling more than enough already

  • Chronostatic Preservation duration increased to 20 seconds (was 15 seconds), and now works with mouseover macros.


Huge qol change for mage healer - big W.

Where is shaman Earth shield FIXES ???

At the moment warriors are beating puppets in open world PvP. Of all the runes from P1 and P2 around 95% are good only for PvE.

Gotta love that Wyvern sting + Chimera was “fixed” but they let Paladins keep their bug which is 100x stronger than this interaction, that occurs once every 2 min, and can be done only outside of the combat, that refreshes a dot that is not even OP.

If this is not class bias than idk

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February 27, 2024

WoW Classic: Season of Discovery

  • High-Yield Radiation Bomb adjusted:
    • Its slow effect can now be removed with snare removal effects.
    • Its damage-over-time is now correctly Nature damage and a Poison effect (was Magical).
    • The initial damage of the bomb now works on enemies that are typically immune to slows.
    • The initial damage of the bomb will now always go off when it hits.
  • The increased armor value of certain mechanical bosses in Gnomeregan has been reduced slightly.
    • Developers’ notes: The higher armor values on certain mechanical enemies in Gnomeregan was correct and intended, but we will adjust the armor on Crowd Pummeler 9-60 and Mekingeer Thermaplugg slightly to provide up to a 10% increase in physical damage received, depending on modifiers present. We also checked the Mechanical Managerie, and it is using the correct armor values.
  • Druid
    • Lifebloom mana cost reduced by 50%.
      • Developers’ notes: Lifebloom refunds half its new base mana cost per stack when it expires or is dispelled. This part has always functioned in this way, and we’ve seen a bit of confusion around how the mana return portion of Lifebloom functions.
    • Living Seed now heals for 50% of the critical heal that planted the seed (was 30%). This heal now blooms from non-periodic healing received, in addition to any damage taken.
    • Nourish mana cost reduced by 27%.
    • Moonkin Form now also reduces the mana cost of Moonfire by 50% and increases Moonfire periodic damage by 50%. Sunfire also benefits from this change.
    • Moonkins can now cast non-healing Restoration spells without cancelling their shapeshift. This includes: Remove Curse, Remove Poison, Abolish Poison, Innervate, Rebirth, Revive, Mark of the Wild, and Gift of the Wild.
    • Fury of Stormrage improved: when this rune makes Healing Touch instant, it now also makes it castable in all shapeshift forms.
    • Lacerate critical strikes can now trigger Primal Fury.
    • Nourish is now instant cast when Fury of Stormrage is active. Nourish no longer breaks Moonkin form when Fury of Stormrage is used to cast an instant version of the spell.
  • Hunter
    • Dual Wield Specialization no longer grants a 30% damage bonus to Raptor Strike for wielding two weapons of the same type.
  • Mage
    • Chronostatic Preservation no longer checks for a target within range or line of sight on the first cast. Its tooltip states that it has an Unlimited range, andthe first part of the ability now does, but the unleashed heal has a range of 40 yards (46 yards talented), which is unchanged.
  • Paladin
    • Crusader Strike now deals Holy damage instead of Physical damage, ignoring armor, and is now affected by Holy damage prevention. Crusader Strike is still considered a melee attack, and not a spell.
    • Seal of Martyrdom can no longer trigger Art of War, and will no longer be triggered by Frost Oil or other weapon procs.
  • Rogue
    • Redirect no longer triggers or is affected by the global cooldown, and its own cooldown has been reduced to 10 seconds.
      • Developers’ notes: when Redirect is combined in a macro with other Combo Point related abilities, it often does not function as expected. We recommend not including it in such macros.
    • Main Gauche now generates 3 combo points on your target and base Energy cost reduced to 15.
    • Just a Flesh Wound threat bonus increased such that Rogue tanks will generate approximately 30% more threat.
  • Shaman
    • Two-Handed Mastery rune now also provides 10% increased Attack Power and 10% increased chance to hit with spells after hitting a target with a two-handed weapon.
    • Shamanistic Rage rune now grants 5% of the Shaman’s maximum mana per
      second, instead of a value scaling from Attack Power, Spell Power, or Healing Power.
    • Spirit of the Alpha rune now grants the casting Shaman 20% increased Attack Power if they cast the spell on a target other than themselves.
    • Earth Shield mana cost reduced by 67%, and charges increased from 3 to 9. The base amount healed now properly scales with level and is about 50% higher than previously at level 40.
    • Power Surge tooltip revised to clarify functionality. This rune periodically grants mana every 5 seconds, equal to 15% of the Shaman’s intellect. Some potential timing issues that could have sometimes made it give less mana than intended have been fixed.
    • Ancestral Guidance cooldown reduced to 1 minute (was 2 minutes).
  • Warrior
    • Rallying Cry now correctly benefits the Warrior’s entire raid (was: the Warrior’s party only).

I don’t know why the Hunter always has to be destroyed with his nerfs. It’s the only DPS only class - no self heal, no way to play as a tank or healer. You give people the option to play as meelee, you invest days, WEEKS to farm gear - and then a significant change is made that throws the Hunter all the way back down in terms of DPS. Other classes like druids, owls and shadows can also do good damage. With the difference that they can detox, escape, bubble, heal and so on. So why do the Hunter Mains always have to bite the bullet?


We dont want raid buff, classic is about group buff and that’s why its classic, so we can optimize raid composition with those details … stop bringing retail into classic please … classes changes and balancing is fine, 10 / 20 players till level 60 is ok but stop destroying our game more and more … Keep 40 players raids size and stop caping ranking at level 60. Also stop making leveling so easy and useless, this is not classic. Listening retail players and streamers feedback is fine but they wont make this part of the game live longer, they will just back to retail next update and WE, as ERA, classic, Pserv players are the one who spend the whole year on it. No one who’s playing classic asked for all those changes to just make the game easier to catch up and to get everything free.


Can we still disable the extra exp buff, i dont want it?

“Great” job Blizzard, now Raptor Strike hit like single tik of the Spriest Dot, normal dmg 230 hahaha and crit max 400 :smiley: Why don’t remove hunters as class at all, will be perfect, then will be no need to trying to “balance” them.

As I said in another post :
Stop playing hunter, reroll warrior and GG !

If i want to play warrior would start warrior, whole life im playing only Hunter, Druid, Shaman. For me the most important thing is the class i love the hunter specially melee and i played melee even Vanilla. Now i had a chance to play it with special melee abilities, but the hunt was relevant for very short period hahah.

Why did you nerf Gnomereagan, did it today with guild and it was suddenly a total faceroll like BFD since everything does less damage. We killed last boss in like 5 minutes and on sunday in previous reset it took 8 minutes and it was the usual time.

SoD isn’t classic.

Please make ranged / marksmanship hunters viable. You’re nerfing melee hunters - it’s okay and understandable, but c’mon, do something to revive ranged specs. It’s a joke that having near bis gear and orange parses you deal overall damage slightly higher than tanks or healing mages. We need shots and stings/traps damage scale off ranged AP and not SP, at least 15-20%. Also, instead of useless runes, something like a wild quiver rune would be nice. I was shocked to see that ranged specs didn’t get any impactful runes, like Hot Streak or Spell Power for mages, for example. Ranged hunters got nothing that would boost our damage directly, except for Exploit Weakness, but it’s not a very big DPS increase. We start falling off too much in terms of damage because ranged weapons’ damage doesn’t scale well compared to melee and we don’t have big damaging spells or abilities like spellcasters with huge bonuses to spell power. Unless some meaningful changes are made, it’s going to be even worse in later phases.

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I’m fully agreed with you, also they should rework these abilities which are useless for us like Mongoose Bite, Arcane Shot, Disengage and few more! They are just mana using abilities without any purpose.

It’s interesting how Paladins have been ignoring physical armor all this time and now suddenly there’s a change that made their abilities deal holy damage. Is this considered a nerf, so that they can be countered by holy protection potions? You could just tune the numbers down and look into your mistakes and learn from them, instead of ignoring how broken the game is and giving us excuses such as “we’re going to look into class balance in phase 4, 6-7 months from now”. Personally this excuse sounds more like “We can’t balance the game. Sucks for you, we promise to work on the game if you give us more money or you can skip the queue and just pay-to-win”

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Lovely to see so many changes and fixes all the time

Thanks for Shaman buffs!

Retri palas need something, constantly being denied raid access due to class, only prot and holy palas are welcome most raids, retris not so much.